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We're developing an isometric game that so far has had a single ground level (y = 0) for the avatar to walk on. Pathfinding for this can be solved with a relatively simple 2D AStar tile map.

We're now looking to add objects in the world that can elevate the avatar, thus creating a problem of pathfinding in 3D space. These objects are distributed sparsely in the room, so I want to avoid keeping an entire 3D map of the room for a 3D AStar implementation. I've attached screenshots to illustrate.

The avatar should be able to walk on top of the tables

What is the best way to accomplish this?

Jimmy Xu
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    This question might better be asked over at http://gamedev.stackexchange.com (by the way: I love the graphics, I'm a big fan of isometric games! :-)) – Krumelur Feb 02 '15 at 18:28
  • Thanks for the suggestion! I've moved the post there. – Jimmy Xu Feb 02 '15 at 18:57

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